chology to develop ideas about
how customers frame and
evaluate their interactions with
a service and recover when
they fail. Experience design
has drawn from disciplines
ranging from art to marketing to develop frames for how
people experience products.
In the past 30 years, both service design and experience
design have advanced from
the application of qualitative,
user-centered design methods
to understand the problems
that we are designing for.
Experience design led to new
methods such as experience
prototyping, or acting out the
social and intangible aspects
of product use [ 6]; service
design has become fascinated
with participatory methods,
probably because services are
co-created by businesses and
consumers at the time of their
consumption [ 1].
Designing both for experi-
ence and for the completion
of a service is approached
improvisationally and holisti-
cally. Instead of designing a
concrete experience or service
transaction, designers cre-
ate resources or levers for
establishing an experience or
enacting a service, with the
understanding that people’s
subjective perceptions, atti-
tudes, actions, and beliefs will
ultimately shape the outcomes.
While a service blueprint—a
process diagram for orchestrat-
ing all of the components of a
service—is indigenous to ser-
vice design, other interaction
design methods such as user
enactments, storytelling, map-
ping, and modeling are useful
both in experience design and
service design. Additionally,
the interaction design com-
munity is evolving the service-
design blueprint, to attempt
to combine blueprinting with
personas and use cases [ 7], cus-
tomer-centered views of service
design [ 8], improvisation in
art, dance, and drama [ 9], the
emotional state of a customer
[ 10], and changes in services
and customers as information
about customer preferences is
gathered over time [ 11].
service is transactional, helping a customer to achieve a
goal. Experience, however,
encompasses a much larger
set of conditions: our everyday,
moment-to-moment experience, understanding the world
by comparing it with what we
find familiar, and understanding changes in people and
contexts of product use over
longer periods of time—even a
lifetime. Experience has been
described as one person or a
group of people using a product; service design is framed
as a journey with touchpoints.
Experience designers represent
aspects of experience design
through description, frameworks, and models, while service designers create a service
blueprint as a process diagram
to represent all of the aspects
of a service design [ 4].
But then, Again
Upon deeper consideration,
one can argue there are
some substantial differences
between experience design
and service design. One of the
biggest differences is that a
“Difference” as a Concept
Perhaps it is superfluous to
reignite an old discussion in
the interaction design community. Rather than waging
turf wars to articulate the differences between experience
design and service design,
designers should instead spend
time working on how to more
[ 6] Buchenau, M.
and Fulton Suri,
J. “Experience
Prototyping.”
Proceedings of DIS00,
424–433. New York:
ACM Press, 2000.
[ 7] Morelli, N.
“Designing Product/
Service Systems:
A Methodological
Exploration.” Design
Issues 18 (2002): 3–17.
[ 8] Pinhanez, C.
“
Service as Customer-intensive Systems.”
Design Issues 25, 2
(2009): 3–13.
[ 9] Mager, B. and
Evenson, S. “The Art
of Service: Drawing
on the Arts to Inform
Service Design and
Specification.” In Service
Science: Research
and Innovations in the
Service Economy, eds.
Hefley, B. and Murphy,
W. London: Springer,
2008.
[ 10] Spraragen, S.
and Chan, C. (2008).
“Service Blueprinting:
When Customer
Satisfaction Numbers
Are Not Enough.”
International DMI
Education Conference.
Design Thinking:
Ne w Challenges for
Designers, Managers
and Organizations,
available on CD-rom.
[ 11] Lee, M. K. and
Forlizzi, J. “Designing
Adaptive Robotic
Services.” Proceedings
of IASDR09. New York,
N Y: ACM Press, 2009.
Influences
Consumer and cognitive psychology; some
studies of organizations
Art, philosophy, rhetoric, marketing,
participatory design
Methods
Qualitative, user-centered design methods;
simulation and modeling, (inspired by operations
management); storytelling, blueprinting,
mapping, and modeling
Qualitative, user-centered design
methods; storytelling; modeling
Approaches
Focused mainly on transactions
Understanding how people use products,
and the experience that results
September + October 2010
Key concepts Serving, character of service, co-production,
co-experience
• Summary of key factors in a comparison of service design and experience design.
Values, experience, an experience,
co-experience
interactions